TextureCube::TextureCube():
Texture(GL_TEXTURE_CUBE_MAP),
- ifmt(RGB),
size(0),
allocated(0)
{
if(sz==0)
throw invalid_argument("TextureCube::storage");
- if(MSP_sized_internal_formats)
- fmt = get_sized_pixelformat(fmt);
- require_pixelformat(fmt);
-
- ifmt = fmt;
+ set_internal_format(fmt);
size = sz;
}
return sub_image(face, level, 0, 0, s, s, fmt, type, data);
BindRestore _bind(this);
- glTexImage2D(face, level, ifmt, s, s, 0, fmt, type, data);
+ glTexImage2D(face, level, ifmt, s, s, 0, get_upload_format(fmt), type, data);
// XXX Allocation should be tracked per-face, but we'll run out of bits
allocated |= 1<<level;
BindRestore _bind(this);
allocate(level);
- glTexSubImage2D(face, level, x, y, wd, ht, fmt, type, data);
+ glTexSubImage2D(face, level, x, y, wd, ht, get_upload_format(fmt), type, data);
if(gen_mipmap && level==0)
auto_generate_mipmap();